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Re: How to make a custom shell mod. [Tutorial]

Posted: Tue Dec 27, 2011 12:07 pm
by ARCTroopaNate
Cerfon, I saw that you changed the colors for the weapon names in the unit select screen, what textures would you have to edit to change the unit selection screen?

Re: How to make a custom shell mod. [Tutorial]

Posted: Tue Dec 27, 2011 1:18 pm
by Cerfon Rournes
^
For the blue parts, I edited these. :)
Hidden/Spoiler:
[code]
"opaque_rect"
"hud_radar_frame"
"border_3_pieces"[/code]
Good luck with your custom menu.

Re: How to make a custom shell mod. [Tutorial]

Posted: Tue Dec 27, 2011 2:28 pm
by ARCTroopaNate
Thanks.

Whenever I try to edit something in the interface the changes don't show up. I have this in my addme lua but it still doesn't work.
Hidden/Spoiler:
ReadDataFile("..\\..\\addon\\CLM\\data\\_LVL_PC\\shell.lvl")
ReadDataFile("..\\..\\addon\\CLM\\data\\_LVL_PC\\common.lvl")
ReadDataFile("..\\..\\addon\\CLM\\data\\_LVL_PC\\ingame.lvl")

Re: How to make a custom shell mod. [Tutorial]

Posted: Tue Dec 27, 2011 2:31 pm
by Cerfon Rournes
That's because you don't edit the addme.
Add this line the your .lua, right above or below the ReadDataFile("ingame.lvl"), like so.

Code: Select all

  ReadDataFile("dc:common.lvl")  
ReadDataFile("dc:ingame.lvl") 
ReadDataFile("ingame.lvl") 
Make sure you place the munged common.lvl in your map's addon...

Code: Select all

LucasArts\Star Wars Battlefront II\GameData\addon\***\data\_LVL_PC

Re: How to make a custom shell mod. [Tutorial]

Posted: Tue Dec 27, 2011 3:06 pm
by ARCTroopaNate
So I would have to do that for all 16 missions in my mod?

EDIT: Thanks! It's working now.

Re: How to make a custom shell mod. [Tutorial]

Posted: Thu Dec 29, 2011 7:48 pm
by Dakota
Marth8880 wrote:...I am going to be making it so people have the option of having the shell changes...
people always have the option, sometimes its as easy as moving one folder, some people who just download mods and never tried to mod (aka: most of the swbf2 players that i have seen in the past 2 years) just don't know how. i've seen people that don't even know how to open a folder, extract a mod where all you do is double click to install, or even download a mod with a big "DOWNLOAD NOW" button on the screen. its pretty sad, some i've wondered how they even can install and play the game itself.

i've been working as an unoffical tech support guy for most of the people that i know ingame for the past year or 2, thats where i got the examples.
Hidden/Spoiler:
@marth8880: i'm not trying to use you as an example or disagree with your post, or start anything but it was the one part about giving people the option that i had to respond to. people always have the option, they are the ones who have the option to download the mod, and they could always move files that are in your mod's folder if they download it, the shell for example is a folder that they could move to change if they wanted a shell change or not, sometimes its more complicated like the 1.3 patch for example which has parts that i don't fully understand. thats why in my first post on this thread i was just saying to give a warning, or intructions on how to download. especally with what zerted said about if there are multiple. the reason i'm posting this could also be affected by my negative views on most shell mods that i've used (or just had in a mod and didn't know at the time)

Re: How to make a custom shell mod. [Tutorial]

Posted: Sun Jan 01, 2012 4:33 am
by Jaspo
Any way to get video in the background like in the ps2/xbox versions? Or maybe to run GAL.lvl in the background? Or animated .gif :funny2: ?

Re: How to make a custom shell mod. [Tutorial]

Posted: Sun Jan 01, 2012 5:13 am
by THEWULFMAN
Jaspo wrote:Any way to get video in the background like in the ps2/xbox versions? Or maybe to run GAL.lvl in the background? Or animated .gif :funny2: ?
You should be able to (in theory) add videos to the background. I however have not personally tried it out yet. Zerted explained the basics in the 1.3 documentation.